Tailor Archive

Thread: Yet another clothing decay thread

Gyopi
Sat Sep 06, 2003 12:33 am
#14

I keep wondering why they can't do the obvious solution for worn clothing decay and just tie it to the HAM bar? If you are fighting and you lose health or are using lots of special moves, your clothing decays because you are active in it. If you are busy running around the medical center healing people, your clothing decays because you are doing something in it. If you are dancing up a storm, then your clothing decays. If you are out playing in the dirt surveying then your clothing decays. If your cloting is sitting at home or in your pack, then nothing happens to it. The same thing if you are just going to sit around and do nothing all day (which would be pretty boring). Special occasion clothing would last longer than everyday clothing just based on use. That is how it works in the real world. Probably health and action should cause more damage than mind, but that is just a matter of balancing.

I know that they really want to have one system for everything, but the fact is that clothes are not weapons which are not furniture, etc. For example, furniture in the real world lasts quite a long time unless it is really cheaply made. In many cases it can last for generations without much care. Furthermore, at this point furniture isn't even used in the game. I have a house full of it, but the best I can do is sit on some of the couches.

Anyway, what am I missing that makes the HAM bar decay idea not work?




Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Subcriminal
Sat Sep 06, 2003 6:41 am
#15






LisaE wrote:

Who wears there clothes in a fight ? Once again that places tailors on a less than even income footing than Weapons and Armor crafters.




A lot of people wear clothes when they go out on missions because encumberance is too high, not to mention that having armor on reduces your HAM recovery rate by a VERY noticable amount. Some people always wear armor, but quite a few don't because it's just not worth it to them. I know that in PVP armor is a must, but I keep hearing from players for most other scenarios you can usually go without armor and just wear their clothes.
dilandau23
Sat Sep 06, 2003 6:45 am
#16

I just had an idea on item decay and thought I would post it here since decay is such a hot topic. I remember reading, a long time back, that a player could preserve his favorite weapon, armor, whatever via carbonate. The preserved item would no longer decay, however, it could also no longer be used. Obviously, this idea was scraped. This helped me come up with my idea though.


1) Put universal decay back into the game.
2) Add a storage closet to the Structure Management terminal in player houses.
3) No items decay in the storage closet.


This is a simple solution I think to two problems.


1) The artisans get the item decay that they need and deserve.
2) The casual gamer (yeah right) gets a solution to his extended “vacation”.


The storage closet could have a max capacity equal to the remaining house capacity.
I am assuming that when decay was in the game, there was some variable that was assigned to an item that was used to determine how much the item decayed each “tick”. This same variable could be used to calculate the amount to adjust the maintenance fee of the house when items are loaded into the storage closet (i.e. the faster an item should decay the more expensive it is to store and also better DR experimented items would be cheaper to store). Now it’s just a matter of adding a simple Boolean flag for each item Decay/Not decay.


By raising maintenance to store the items another drain is added to the economy. (A good thing) Plus the people that plan to leave the game for a week or more can load everything they own (or just the things they care about) into the closet pay the fees and drop off the face of the earth. When they come back all will be ok.


I think this solution is fair and would work for everything in game. What do others think?

BakoBitz
Sat Sep 06, 2003 8:32 am
#17

I agree with the original poster's idea -- very clerver, seemingly easy to implement, and it takes care of most all the issues that the dev's claimed to have with time-based decay. I think it should be implememented along side the return of durability experimentation, so people can make clothes of different quality based on their skill and whether they want to bother.


I hope the dev's see this one, it's perfect and by tying it in to the HAM bars, which already reflect activity through the special move system, it would save them a lot of programming.


Vexa


Master Tailor of Mos Eisley, Flurry

Jowimalla
Sat Sep 06, 2003 10:00 am
#18

What if clothing added to HAM based on style and skill of tailor. Using the orginal post they wear out through use by using the HAM bar to indicate decay rate. Does the clothng disppar..no..but it slowly looses teh HAM bonus it gives you and eventually when fully decayed turns a dull red color or something along those lines.



A wookie tailor..We are big mean and make nice cloths.
Have Vendor just outside Theed. -3803 3059. Stock bio cloths, Mind alftering chef items like brandy, skill tapes and more.
Shardain
Sat Sep 06, 2003 10:17 am
#19

Here is an idea...,


Clothing decay is not a bad idea at all.. but the thing is that what happens when the item hits 0 condition? Armor doesn't block anymore damage, but you don't lose it until you try to repair it. Weapons as far as I know don't do anything. So what is to stop a player from having 10 outifts at 0 condition that never disappear from the game world?


Fading.


I mean, why not? Give players a window... say a revealing fleshwrap starts at 1000 condition and is made in a nice vibrant red. After 2 or 3 weeks of wear it looks the same as it did when you bought it... but once it hits condition of 400, that red doesn't look so vibrant anymore. And once it's below 50, it turns a drab ugly brown/gray color. Just a suggestion...,





Lolan,

Master Tailor,
"Trying to rid the galaxy of desert crawlers..., one newbie entertainer at a time."
Karmalina
Sat Sep 06, 2003 12:06 pm
#20

I'm going to smile when you guys end up having to run around looking for high decay resist and high overall quality materials to make anything that doesnt fall apart in 5 minutes of combat. Im going to cry when I have to =(


"We have nothing but crappy fiberplast on our server!!!!!!!!!($*#(*(# DEVS U SUX!"



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